Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Operation MARS #2: Feldwebel Schaffer
Tank Battles #14
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 1st Panzer Division
Soviet Union 65th Tank Brigade
Display
Balance:



Overall balance chart for TaBa014
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1942-11-30
Start Time 10:00
Turn Count 25
Visibility Day
Counters 92
Net Morale 0
Net Initiative 1
Maps 2: 1, 4
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Tank Battles Base Game
Introduction

Near the village of Basino the Soviets attempted to push infantry support­ed by tanks through the thin German lines. Feldwebel Schaffer would prove to be an unexpected obstacle.

Conclusion

Feldwebel Schaffer's crew destroyed one KV-1 and at least, it is said, fourteen T-34's this day. A very good day indeed for the desperate German defense. With most of the 65th Tank Brigade out of action, the Sovi­et attack quickly fell apart.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (5)

5 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 532

The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4.

(plloyd1010 on 2022 Jul 21)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Tank Battles #14
Author triangular_cube
Method Solo
Victor Germany
Play Date 2023-01-06
Language English
Scenario TaBa014

This one is a pretty straightforward slog across the snow into the town for the Soviets. They are going to have a very hard time reaching the town with anything resembling an in tact force as they are advancing slowly (heavy snow) across open ground, under fire from German tanks and artillery most of the way. Because of the long travel time and heavy fire, they cant wait and bunch up so they hit the town piecemeal and dissolve.

The key fight here ends up being the T-34s vs the PZIVs and Stugs, with a heavy advantage for the Germans. The Soviets predictably lost this and then lost the rest of the scenario some time later. If they can overcome the odds and knock out something, then the infantry might have an easier time approaching for their likely unsuccesful attempt to clear the town. Unfortunately there isnt much else to write about here.

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